void AGameModeBase::GenericPlayerInitialization(AController* C) { APlayerController* PC = Cast<APlayerController>(C); if (PC != nullptr) { InitializeHUDForPlayer(PC); // Notify the game that we can now be muted and mute others UpdateGameplayMuteList(PC); // Tell the player to enable voice by default or use the push to talk method PC->ClientEnableNetworkVoice(!GameSession->RequiresPushToTalk()); ReplicateStreamingStatus(PC); bool HidePlayer = false, HideHUD = false, DisableMovement = false, DisableTurning = false; // Check to see if we should start in cinematic mode (matinee movie capture) if (ShouldStartInCinematicMode(PC, HidePlayer, HideHUD, DisableMovement, DisableTurning)) { PC->SetCinematicMode(true, HidePlayer, HideHUD, DisableMovement, DisableTurning); } // Add the player to any matinees running so that it gets in on any cinematics already running, etc TArray<AMatineeActor*> AllMatineeActors; GetWorld()->GetMatineeActors(AllMatineeActors); for (int32 i = 0; i < AllMatineeActors.Num(); i++) { AllMatineeActors[i]->AddPlayerToDirectorTracks(PC); } } }
void AATGameGameMode::GenericPlayerInitialization(AController* C) { AATPlayerController* PC = Cast<AATPlayerController>(C); if (PC != NULL) { // Notify the game that we can now be muted and mute others UpdateGameplayMuteList(PC); PC->ClientSetHUD(HUDClass); ReplicateStreamingStatus(PC); } }